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#ifndef FILTERSIMULATION_RENDERER_H
#define FILTERSIMULATION_RENDERER_H

#include <GLES3/gl32.h>

#include "EditShaders.h"
#include "HardwareBuffer.h"

namespace Simulation
{

class Renderer : public EditShaders
{
public:
    Renderer();

    ~Renderer();

    void init();

    void render(GLuint textureId, GLuint lutTextureId, bool convert = false, bool useLUT = false) const;

private:
    GLuint program;
};

class CopyRenderer
{
public:
    CopyRenderer();

    ~CopyRenderer();

    void init(bool destBufferIsYUV);

    void render(GLuint textureId) const;

private:
    GLuint program;
};

}
#endif //FILTERSIMULATION_RENDERER_H
